We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

Microsoft Surface Pro 9 – Windows 11 WebGL – super slow?

Home Forums General Questions Microsoft Surface Pro 9 – Windows 11 WebGL – super slow?

Viewing 5 posts - 1 through 5 (of 5 total)
  • Author
    Posts
  • #69057
    xeon
    Customer

    Hi there,
    Is anyone else running into this? Clean installs of Windows 11, all updates on multiple configurations from 8GB to 32GB, i5 and i7.

    Emulators are better than the actual devices…who knew?

    All have efficiency mode turned off.

    Chrome is far worse than Edge, which is surprising.

    – skips animation frames
    – Responsiveness (rotation from portrait to landscape) is so slow …. up to 7 seconds of lag.
    – camera pinch zoom skips frames
    – The worst part so far is having to program in wait states to account for the number of missed events that occur. Never had to do that even for the worst mobile phones.

    If anyone has run into this or has a list of settings they recommend to make this even close to normal I would appreciate any input.

    Holiday wish…make my clients use iPads next time.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #69071

    Hi,
    these devices come with Intel XE graphics, though it won’t be super-performant, most Verge3D demos should work seamlessly with it. Can you please provide content from these pages:

    about:gpu

    https://v3d.net/w

    See also if https://get.webgl.org/ cube rotates well.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #69088
    xeon
    Customer

    The WebGL cube rotates fine. Attached is the screenshot of the output requested.

    Please note this is not an issue with Verge3D its a problem with WebGL in general for the Surface. Doesnt really matter if it’s threejs, unity, V3D or anything else…its just bad.

    To qualify what I mean by bad:

    The demos/projects all work. They have decent frame rates BUT it’s as if it skip frames and is jerky regardless of the project size or complexity. Slow to respond to input and extremely slow to respond to changes in orientation (but this is a device thing) but when building responsive WebGL interfaces….this causes problems.

    The simple cube seems to run fine without skips…but there is no interactivity so…cant say for sure if its a problem. Once you start moving a camera around….it seems fine until you realize the camera is not keeping up with your request and /or interactions are delayed.

    To Qualify this is not a V3D thing…its on all Webgl implementations we have tested….further…its a lag thing in fractions of seconds. What makes this bad, in our current project in V3D, is when you have animation puzzles with a “when done” process that depends on screen orientation to determine what gets rendered. Because there is a lag and because there is a major delay in screen orientation change things can get bad fast. The “window” reports a change in orientation…but the surface doesnt change for several seconds…in some cases…we had it not change up to 20 seconds. Again this is on multiple Surface Pros and varioius configurations….all with new installs of OS and all updates applied. We have contacted Microsoft and the screen rotation delay is how the Surface works….its intended apparently.

    We switched from using Chrome and started using Bing and things improved….slightly but significant enough that we don’t recommend Chrome on the Surface. Since they are all bit on Webkit you would think the performance would be the same.

    WebGL performance on MS Surfaces has been reported over the past few years but we have not had issues with them until now.

    Attachments:
    You must be logged in to view attached files.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #69117

    I see! You might try to decrease the amount of rendered pixels by using set screen scale with value 1 or even less (0.75, 0.5).

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #69131
    xeon
    Customer

    I wish that solved the problem…but even dropping it down to .2 the problems still persist, not to mention the models just look ugly.

    Just an FYI…. the feature available puzzle: mobile or touch screen are not recognized on the MS Surface…it does detect Windows and Edge but given the users base for Surface is smaller than than desktop/laptop. I am stuck with just letting MS Surface users suffer whatever issues the MS Surface has.

    I think its up to MS to fix this one.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

Viewing 5 posts - 1 through 5 (of 5 total)
  • You must be logged in to reply to this topic.